    <div class="refentry" id="glFramebufferTexture2D">
      <div class="titlepage"></div>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glFramebufferTexture2D — attach a level of a texture object as a logical buffer to the currently bound framebuffer object</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glFramebufferTexture2D</strong>(</code>
              </td>
              <td>GLenum <var class="pdparam">target</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">attachment</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">textarget</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLuint <var class="pdparam">texture</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">level</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>target</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the framebuffer target. <em class="parameter"><code>target</code></em> must be <code class="constant">GL_DRAW_FRAMEBUFFER</code>,
                    <code class="constant">GL_READ_FRAMEBUFFER</code>, or <code class="constant">GL_FRAMEBUFFER</code>. <code class="constant">GL_FRAMEBUFFER</code>
                    is equivalent to <code class="constant">GL_DRAW_FRAMEBUFFER</code>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>attachment</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the attachment point of the framebuffer. <em class="parameter"><code>attachment</code></em> must be
                    <code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span>, <code class="constant">GL_DEPTH_ATTACHMENT</code>,
                    <code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>textarget</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies a 2D texture target, 2D multisample texture target, or for cube map textures, which face is to be attached.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>texture</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the texture object to attach to the framebuffer attachment point named by <em class="parameter"><code>attachment</code></em>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>level</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the mipmap level of <em class="parameter"><code>texture</code></em> to attach.
                </p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            <code class="function">glFramebufferTexture2D</code> attaches a selected mipmap level or image of a texture object as one of the
            logical buffers of the framebuffer object currently bound to <em class="parameter"><code>target</code></em>. <em class="parameter"><code>target</code></em> must
            be <code class="constant">GL_DRAW_FRAMEBUFFER</code>, <code class="constant">GL_READ_FRAMEBUFFER</code>, or <code class="constant">GL_FRAMEBUFFER</code>.
            <code class="constant">GL_FRAMEBUFFER</code> is equivalent to <code class="constant">GL_DRAW_FRAMEBUFFER</code>.
        </p>
        <p>
            <em class="parameter"><code>attachment</code></em> specifies the logical attachment of the framebuffer and must be
            <code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span>, <code class="constant">GL_DEPTH_ATTACHMENT</code>,
            <code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>.
            <span class="emphasis"><em>i</em></span> in <code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span> may range from zero to
            the value of <code class="constant">GL_MAX_COLOR_ATTACHMENTS</code> - 1. Attaching a level of a texture to
            <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code> is equivalent to attaching that level to both the
            <code class="constant">GL_DEPTH_ATTACHMENT</code> <span class="emphasis"><em>and</em></span> the <code class="constant">GL_STENCIL_ATTACHMENT</code>
            attachment points simultaneously.
        </p>
        <p>
            <em class="parameter"><code>textarget</code></em> specifies what type of texture is named by <em class="parameter"><code>texture</code></em>, and for
            cube map textures, specifies the face that is to be attached. If <em class="parameter"><code>texture</code></em> is not zero, it
            must be the name of an existing two dimensional texture with <em class="parameter"><code>textarget</code></em> set to <code class="constant">GL_TEXTURE_2D</code>,
			or an existing two dimensional multisample texture with <em class="parameter"><code>textarget</code></em> set to <code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>,
                        unless it is a cube map texture, in which case <em class="parameter"><code>textarget</code></em> must be
                        <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_X</code>
            <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_X</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Y</code>,
            <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Z</code>, or
            <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</code>.
        </p>
        <p>
            If <em class="parameter"><code>texture</code></em> is non-zero, the specified <em class="parameter"><code>level</code></em> of the texture object named
            <em class="parameter"><code>texture</code></em> is attached to the framebuffer attachment point named by <em class="parameter"><code>attachment</code></em>.
        </p>
        <p>
                        If <em class="parameter"><code>textarget</code></em> is one of <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_X</code>,
            <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Y</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Z</code>,
                        <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_X</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</code>,
                        or <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</code>, then <em class="parameter"><code>level</code></em> must be greater
            than or equal to zero and less than or equal to log<sub>2</sub> of the value of
                        <code class="constant">GL_MAX_CUBE_MAP_TEXTURE_SIZE</code>. If <em class="parameter"><code>textarget</code></em> is <code class="constant">GL_TEXTURE_2D</code>,
                        <em class="parameter"><code>level</code></em> must be greater than or equal to zero and no larger than log<sub>2</sub>
            of the value of <code class="constant">GL_MAX_TEXTURE_SIZE</code>. If <em class="parameter"><code>textarget</code></em> is <code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>,
                        <em class="parameter"><code>level</code></em> must be equal to zero.
        </p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not one of the accepted tokens.
        </p>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>attachment</code></em> is not one of the attachment points listed above.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if zero is bound to <em class="parameter"><code>target</code></em>.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>textarget</code></em> and <em class="parameter"><code>texture</code></em>
            are not compatible.
        </p>
      </div>
      {$pipelinestall}{$examples}
      <div class="refsect1" id="versions">
        <h2>API Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">

            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">glFramebufferTexture2D</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="glGenFramebuffers"><span class="citerefentry"><span class="refentrytitle">glGenFramebuffers</span></span></a>,
            <a class="citerefentry" href="glBindFramebuffer"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>,
            <a class="citerefentry" href="glGenRenderbuffers"><span class="citerefentry"><span class="refentrytitle">glGenRenderbuffers</span></span></a>,
            <a class="citerefentry" href="glFramebufferRenderbuffer"><span class="citerefentry"><span class="refentrytitle">glFramebufferRenderbuffer</span></span></a>,
            <a class="citerefentry" href="glFramebufferTextureLayer"><span class="citerefentry"><span class="refentrytitle">glFramebufferTextureLayer</span></span></a>,
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright © 2010-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
        </p>
      </div>
    </div>
